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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 17 Oct 2006 06:43:58 pm    Post subject:

Yeah, but you have a flashing screen.
If you only had one enemy on the screen at once you could test the coordinates of the character and see if they equal that of the enemy. Although this wouldn't work very efficiently if the character could move more than just one pixel at a time.
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 17 Oct 2006 07:30:50 pm    Post subject:

Well, you don't need statplots in order to use lists for enemies, you can always do that, then use a loop and Pt-On statements to achieve the same effect, although it would be slightly slower.

Another possibility is to give the enemies a distinctive shape you could test for with pixel testing.
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 17 Oct 2006 08:08:20 pm    Post subject:

Firstly, I do only move one pixle at a time (except for the initial jump, this is important because I may add "ladders" to the game eventually and this allows for me not to have to edit the engine to do this), I have been experimenting with pt-On and it seems to be working, but I've decided to wait a little before I fully implement this until I finish some other stuff (like deciding what the object of the game is...)
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Fallen Ghost


Elite


Joined: 15 Jun 2006
Posts: 955

Posted: 17 Oct 2006 08:39:52 pm    Post subject:

Why don't you use pixel-on? It takes half the time to use it?
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 17 Oct 2006 09:10:32 pm    Post subject:

I do use pxl-On commands, BUT for enemies I may end up using pt-On( for the optional third condition, making it easier to differentiate between you and your enemies (also I may change the output to pt-On( in order to make it easier to test for leaving the screen). Yeah... anyone have any idea on what this game could possibally be... I'm really stuck...
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 05 Dec 2006 09:43:40 pm    Post subject:

Screenies ( Smile ):

Main Menu:

No Levels Detected:

Levels Detected:

Pt. 1 Lvl. 1:
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alexrudd
pm me if you read this


Bandwidth Hog


Joined: 06 Oct 2004
Posts: 2335

Posted: 06 Dec 2006 04:12:48 pm    Post subject:

Nice looking screenshots there! How are levels going to work?
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 06 Dec 2006 04:19:06 pm    Post subject:

As of now, you move all the way to the right of the screen and you've beaten that section of the level. I'm going to have a small release in a couple of days with this level system and one level. After that I may make it a bit similar to board the platforms in the original Super Smash Brothers (you need to board all platforms in order to advance to next section of the level).
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alexrudd
pm me if you read this


Bandwidth Hog


Joined: 06 Oct 2004
Posts: 2335

Posted: 06 Dec 2006 04:34:34 pm    Post subject:

I meant, how are you storing/loading/designing levels?
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 06 Dec 2006 07:15:31 pm    Post subject:

Levels are all stored to lists and displayed using a program I wrote. Levels are designed by writing into the lists.
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 08 Dec 2006 08:18:46 pm    Post subject:

Sorry for double post, but this is important. Demo... one level... yay... go easy, it's my first real program.
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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 09 Dec 2006 12:11:02 am    Post subject:

Looks good! I'm glad you are continuing to work on the project.

I probably won't get around to trying the demo anytime soon, but I should...
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 08 Jan 2007 07:50:51 pm    Post subject:

I got the game down to 2999 bytes (some x-treme optimizations) and lava working flawlessly (not to be confused with water).

By the way, anyone here try the demo Smile.

EDIT: Post 900.


Last edited by Guest on 08 Jan 2007 07:59:51 pm; edited 1 time in total
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 08 Jan 2007 11:16:46 pm    Post subject:

I tried the demo a while ago, when you first put it out. I think I commented on Omnimaga. Anyway, it was awesome, and amazingly fast for pure basic. In all honesty though, I think it would be more fun if it were a tad bit faster; it would make it easier also to calculate where you were landing. But don't worry, it's really fun as is. The physics (jumping off of everything) are awesome. Keep up the great work; I can't wait to see this project fully finished. Smile
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SilverCalcKnight
|_


Active Member


Joined: 15 Nov 2005
Posts: 577

Posted: 13 Jan 2007 01:23:46 am    Post subject:

This is amazing, Super_Speler. See just how well you're doing without my interference? ; )
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CDI


Advanced Member


Joined: 05 Nov 2005
Posts: 267

Posted: 11 Feb 2007 12:15:59 am    Post subject:

axcho wrote:
I've had the same problem with N. A nice engine but no game or enemies. If you come up with something, let me know. Razz
[post="89855"]<{POST_SNAPBACK}>[/post]

After months of tinkering with N I still haven't gotten anything Axcho Wink just thought I'd inform you. I do however, have some interesting things going on with everything [ I have gold working Razz ] so, yeah, just to let you know I didn't give up >.>


Super, this won't work for me on my OS 1.12 ROM ;.;
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 11 Feb 2007 10:00:50 am    Post subject:

I'm releasing a new version soon, tell me if that one works, ok?
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CDI


Advanced Member


Joined: 05 Nov 2005
Posts: 267

Posted: 11 Feb 2007 10:10:12 am    Post subject:

okay
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 12 Feb 2007 05:08:56 pm    Post subject:

New Version with several major optimizations (with the help of Weregoose) now available, now with over 1000 less bytes and built in lava/falling roof (although the only the sample external level uses it)!!!!! It has a extremely primitive early edition of the soon to be level editor.
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CDI


Advanced Member


Joined: 05 Nov 2005
Posts: 267

Posted: 12 Feb 2007 08:10:10 pm    Post subject:

Still no emu support ;.;
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